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Fallout 4 DX10 Format

Posted: Sat Nov 14, 2015 10:41 am
by michalss
Hi all,

It should be DX10 UNIFORM, not sure it is stupid format :(

Can anyone please help me correct header for this files ?

Re: Fallout 4 DX10 Format

Posted: Sat Nov 14, 2015 11:16 am
by michalss
i guess i found it :)

Re: Fallout 4 DX10 Format

Posted: Sun Nov 15, 2015 9:55 pm
by luxox18
Maybe is late but,I replace the DX10 header for ATI2 header and works fine.

Image

Image

here are the files.

http://www.mediafire.com/download/8hpn5 ... /crane.rar

use noesis or other tool with ati2 support.

Re: Fallout 4 DX10 Format

Posted: Tue Nov 17, 2015 10:32 am
by MrAdults
Good job following up with the specifics instead of just telling people you figured it out, luxox18. :)

FYI, Noesis ATI2 is BC5 (the name is from before the Block Compression designations existed), and BC4 is also available as ATI1. I'll be including my own software decoders for BC6H and BC7 in some future release.

Re: Fallout 4 DX10 Format

Posted: Sun Jan 03, 2016 12:57 am
by GRiNDERKILLER
Guys help me please with understanding this DDS header format. Here is my finding.
Please correct me if I am wrong. Thanks in advance!

The "?" is for me still unknow.

Code: Select all

uint fileID
uint filetype
uint dxcomptype <hell knows how to decode>
ubyte zero
ubyte ?
ubyte depth?
ubyte zero
ushort width  <can be swapped>
ushort height <can be swapped>
ubyte mipscount
ubyte ?
ubyte ?
ubyte ?
uint startoffset
uint zero
uint compsize
uint pixscount
uint zero
uint ?
uint startoffset_mips
uint zero
uint compsize_mips
uint pixscount_mips
uint ?
uint ?
See attachment. Include sample of archive dds header + compressed/uncompressed blocks of main layer and mips.

EDiT: My goal is reduce textures. But there is 2 way hot do it.

First is delete blocks with main layer a edit headers.

Second is fake the texture streamer to load lower textures without removing blocks with main layer. <--- Tested I just edit the width height a mip count and game run fine. But didn't see any changes. Maybe I must edit too mips blocks position instead of main layers.

So which way may be better guys?

Re: Fallout 4 DX10 Format

Posted: Wed Apr 20, 2016 11:53 pm
by Loomy
there is a number of references on the subject but issue in my case i was scratching head for hours, meanwhile dm thing was compressed whole time lol. i eventually gave up trying and i might have borked this up, trying to account for what data i found,but hopefuilly easily fixedand maybe prove useful :- (just header& partial mips i kinda lost the plot halfway through)

check for a Github project named DDS-READER or something like this, it gives some useful info on some of the more common dds formats,

if u ever finish this please send me a copy or post here ;)

cheers and good luck mate

//--------------------------------------
//--- 010 Editor v6.0.1 Binary Template
//
// File:
// Author:
// Revision:
// Purpose:
//--------------------------------------

//HEADER
typedef struct { // bmfh
CHAR fType[4];
uint32 size;//124
ubyte flags[4];
uint32 height;
uint32 width;
uint32 sizeorpitch;
uint32 depth;
uint32 mipmapcount;
uint32 alphabitdepth;
uint32 reserved[10];
} DDSHEADER;

//PIXELFORMAT
typedef struct { //
uint32 size;//??
ubyte flags[4];
uint32 fourcc;
uint32 rgbbitcount;
uint32 rbitmask;
uint32 gbitmask;
uint32 bbitmask;
uint32 alphabitmask;
} PIXELFORMAT;

//caps
typedef struct { //
uint32 caps1;//??
uint32 caps2;
uint32 caps3;
uint32 caps4;
uint32 texturestage;
} CAPS;
struct DDSorig
{
DDSHEADER header;
PIXELFORMAT pixelformat;
CAPS ddscaps;
};
//cal uint32 tag22;
LittleEndian();

DDSorig ddsfile;

Re: Fallout 4 DX10 Format

Posted: Wed May 04, 2016 4:49 am
by volfin
detailed info about BCx formats is here:
http://www.reedbeta.com/blog/2012/02/12 ... n-formats/

Simplest is to get Intel's DDS Photoshop plugin, handles BCx formats natively:

https://software.intel.com/en-us/articl ... rks-plugin